Providing Game Content Based on Wireless Signals

ABSTRACT

Providing content in a game based on wireless signals. A wireless signal may be detected. Content in a game may be provided based on the detection of the wireless signal. The content may have been unavailable in the game prior to said detecting the wireless signal. For example, a characteristic of the wireless signal (e.g., an ID of a wireless signal from a wireless access point) may be determined and the content may be based on the characteristic of the wireless signal.

FIELD OF THE INVENTION

The present invention relates to the field of computer games, and moreparticularly to a system and method for providing game content based onwireless signals.

DESCRIPTION OF THE RELATED ART

Since the creation of basic computer games and gaming consoles, thefield of computer games, as well as technologies associated with it, hasincreased dramatically. Many improvements have been made in the area ofgraphics in the gaming world, especially in creating realistic games.For example, while the initial games such as Galaga, Pacman, and Pongwere in two dimensions with very simple graphics, modern day games havesophisticated physics and three dimensional graphics engines, such asGears of War, World of Warcraft, and Half Life. Games have also beenable to integrate the massive connectivity of the Internet with thegaming experience. For example, many players can form groups and competeonline, e.g., in Guild Wars, Diablo II, World of Warcraft, Starcraft,etc.

In such a thriving industry, game developers constantly try to come upwith innovative ideas that have not yet been created or imagined byother developers in order to provide a better gaming experience forplayers, thus increasing the popularity of the game. Accordingly,improvements and innovations in the field of gaming are desired.

SUMMARY OF THE INVENTION

Various embodiments are provided of a system and method for providinggame content based on wireless signals or location information.

A game may be stored, e.g., in a portable device. The portable devicemay include a processor, a wireless receiver, a display, one or moreinputs, and one or more memory mediums. In one embodiment, the game maybe inserted into the portable device in a cartridge or card format.Alternatively, or additionally, the game may be stored via a network,e.g., the Internet. For example, the game could be downloaded (e.g.,from the Internet) and stored on an internal hard drive of the portabledevice, as desired.

A game may be executed and provided on the display. User input may bereceived via the one or more inputs to interact with the game.

A wireless signal may be detected by the portable device, e.g., may bereceived by the wireless receiver. In one embodiment, the wirelesssignal may be detected while the game is being actively displayed, e.g.,on the portable device. Alternatively, the wireless signal may bedetected when the game and/or portable device is in a sleep mode, e.g.,when the game is not displayed actively on the device. The wirelesssignal may be received from a wireless access point, another portabledevice, and/or any other source of wireless communication signals. Inone embodiment, the wireless signal may include an ID of the wirelesssignal.

A characteristic of the wireless signal may be determined. For example,the ID of the wireless signal may be determined. A hash of thecharacteristic of the wireless signal may be determined. Thus, in oneembodiment, the characteristic of the signal may be determined (e.g.,the ID of the wireless signal) and a hash of that characteristic may begenerated.

Content may be provided in the game based on the wireless signal (e.g.,based on the wireless signal, the characteristic of the wireless signal,and/or a hash of the characteristic of the wireless signal), accordingto various embodiments. The content may have been unavailable in thegame prior to the detection of the wireless signal. For example, thecontent may be “unlocked” based on the wireless signal, thecharacteristic, and/or the hash of the characteristic. Alternatively,the content may be retrieved over a network upon detection of thewireless signal. In one embodiment, the content may include a reward,e.g., for finding or discovering a new wireless signal (e.g., from a newwireless access point). In some embodiments, the content may be storedin the memory medium (e.g., of the portable device and/or on thecartridge), may be downloaded over a network (e.g., the Internet)dynamically upon detection of the wireless signal, and/or may have beenpreviously downloaded over the network, but not available in the game.The content may be provided while the game is being actively displayed,or may be provided the next time the game is actively displayed,according to various embodiments.

In one embodiment, further wireless signals may be received and furthercontent may be unlocked. For example, the first wireless signal may bedetected at a first physical location from a first source, and contentassociated with the first wireless signal may be provided. Later asecond wireless signal may be detected at a second physical locationfrom a second source, and accordingly second content may be provided inthe game based on the second wireless signal. The second content may bedifferent from the first content based on the first wireless signal.Similar to above, the provision of the second content may be based onthe detection of the second wireless signal, the characteristic of thesecond wireless signal, and/or a hash of the second wireless signal.

The method regarding the portable device above may be applied to otherdevices and/or may be embodied as a computer program, e.g., as programinstructions stored on a memory medium that are executable by aprocessor to perform the method.

Additionally, or alternatively, the content may be provided based onphysical location information, e.g., GPS (global positioning system)data.

Thus an embodiment disclosed herein may operate to provide a game orentertainment feature to users, whereby a user of a respective portabledevice can attempt to locate access points in various locations tounlock gaming content for the game program executing on the portabledevice. Each user can thus collect content (“treasures”) within theirgame. Further, different users can compete with each other, eachattempting to unlock more or different gaming content than otherplayers. Embodiments of the invention also contemplate a community ofgaming users which share content with each other and provide hints toeach other in the collection of treasures.

BRIEF DESCRIPTION OF THE DRAWINGS

A better understanding of the present invention can be obtained when thefollowing detailed description of the preferred embodiment is consideredin conjunction with the following drawings, in which:

FIG. 1 illustrates an exemplary portable device, according to oneembodiment;

FIG. 2 illustrates a portable device wireless communicating with anotherdevice, according to one embodiment;

FIG. 3 is a flow chart diagram illustrating one embodiment of a methodfor providing content in a game based on a wireless signal; and

FIGS. 4-11 are exemplary screenshots of the method of FIG. 3, accordingto one embodiment.

While the invention is susceptible to various modifications andalternative forms, specific embodiments thereof are shown by way ofexample in the drawings and are herein described in detail. It should beunderstood, however, that the drawings and detailed description theretoare not intended to limit the invention to the particular formdisclosed, but on the contrary, the intention is to cover allmodifications, equivalents and alternatives falling within the spiritand scope of the present invention as defined by the appended claims.

DETAILED DESCRIPTION OF THE INVENTION Terms

The following is a glossary of terms used in the present application:

Memory Medium—Any of various types of memory devices or storage devices.The term “memory medium” is intended to include an installation medium,e.g., a CD-ROM, floppy disks 104, or tape device; a computer systemmemory or random access memory such as DRAM, DDR RAM, SRAM, EDO RAM,Rambus RAM, etc.; or a non-volatile memory such as a magnetic media,e.g., a hard drive, or optical storage. The memory medium may compriseother types of memory as well, or combinations thereof. In addition, thememory medium may be located in a first computer in which the programsare executed, and/or may be located in a second different computer whichconnects to the first computer over a network, such as the Internet. Inthe latter instance, the second computer may provide programinstructions to the first computer for execution. The term “memorymedium” may include two or more memory mediums which may reside indifferent locations, e.g., in different computers that are connectedover a network.

Carrier Medium—a memory medium as described above, as well as a physicaltransmission medium, such as a bus, network, and/or other physicaltransmission medium that conveys signals such as electrical,electromagnetic, or digital signals.

Computer System—any of various types of computing or processing systems,including a personal computer system (PC), mainframe computer system,workstation, network appliance, Internet appliance, personal digitalassistant (PDA), smart phone, television system, grid computing system,or other device or combinations of devices. In general, the term“computer system” can be broadly defined to encompass any device (orcombination of devices) having at least one processor that executesinstructions from a memory medium.

Portable Device—any of various types of computer systems which aremobile or portable, including portable gaming devices (e.g., NintendoDS™, PlayStation Portable™, Gameboy Advance™, iPhone™), laptops, PDAs,mobile telephones, handheld devices, portable Internet devices, musicplayers, data storage devices, etc. In general, the term “portabledevice” can be broadly defined to encompass any electronic, computing,and/or telecommunications device (or combination of devices) which iseasily transported by a user. In various embodiments described herein,the portable device may include a wireless signal receiver and may alsoinclude GPS circuitry.

Wireless Device—any of various devices which are capable ofcommunicating wirelessly. Wireless Device is a superset of portabledevices with wireless capabilities (e.g., a Wireless Device may beportable or stationary). Wireless devices include wireless access points(e.g., wireless routers) and other devices capable of communicating in awireless fashion.

Game—an interactive software program that is executable by a computersystem for the purposes of entertainment of the user. The game may beany of various types, e.g., first person shooter, role playing game,adventure game, simulation game, or a collection game, among otherpossible game types. The game may have a goal (e.g., a time based oraccomplishment based goal) or may not (e.g., where the user simplycreates and/or interacts with a simulated environment or world). Thegame may be executed by a general computing system, a gaming console(e.g., Nintendo Wii™, Xbox 360™, PS3™, etc.), a portable gaming device,a cell phone or smart phone, and/or any other type of computer system.The game may be inserted as a cartridge into the computing system, e.g.,for loading into memory of the computing system, or may simply be storedor downloaded into memory of the computing system.

FIG. 1—Exemplary Portable Device

FIG. 1 illustrates an exemplary portable device 100A and alternateportable device 100B. As shown, the portable device 100A includes adisplay 102A, interface buttons 104A, power button 106A,docking/charging port 108A, audio port 110A, and volume controls 112A.Note that these elements are exemplary only and that any of thesefeatures may be removed or substituted with others as desired. Notefurther that the shape and type of the portable device 100A is exemplaryonly. For example, while the current exemplary portable device 100Aresembles a PDA or mobile telephone, the portable device 100A may be aportable computer or laptop, among other types of form factors/portabledevices, such as portable device 100B, described below. Furthermore, insome embodiments, the interface buttons 104 may be removed or replacedwith a single interface button. Additionally, or alternatively, thedisplay may be a touch or multi-touch display which may receive inputvia the user touching the display, e.g., with fingers, stylus, etc.

As also shown, exemplary portable device 100B includes display 102B and102C, interface buttons 104B, power button 106B, charging port 108B,audio port 110B, volume control 112B, stylus 114B, game port 116B, andspeakers 118B. In this example, the portable device 100B resembles aportable gaming device similar to the Nintendo DS™ although other formfactors and portable gaming devices are envisioned. References to theportable device 100 may refer to both the portable devices 100A and/or100B.

The portable device 100 may include one or more processors and memorymediums for executing programs and/or Operating System(s). The programsstored in the memory medium may be executable to perform functionalityof the portable device 100. For example, the portable device 100 maystore a program for playing games (e.g., external cartridge gamesinserted into the port 116B), audio files on the portable device, makingtelephone calls, browsing the Internet, checking email, etc.Furthermore, the portable device 100 may include one or more ports forperipherals, e.g., keyboards, mice, microphones, etc., as desired.

FIG. 2—Portable Device in Communication with a Wireless Device

As shown in FIG. 2, the portable device 100 may be wirelessly connectedto a second wireless device 200 when the portable device 100 is inproximity to the second wireless device 200. The second wireless device200 may be another portable device similar to the portable device 100.For example, both the portable device 100 and the wireless device 200may both be portable gaming devices, such as Nintendo DSs™ which arecapable of communicating with each other in a wireless manner, e.g., toplay games. Alternatively, the wireless device 200 may be a wirelessrouter or wireless access point that provides wireless communication fora plurality of other wireless devices or portable devices, such as theportable device 100. For example, the wireless device 200 may be aprimarily stationary device that may be coupled to or include a modemwhich is connected to the Internet, thereby providing Internet accessfor a plurality of wireless devices. In one embodiment, the wirelessdevice 200 may provide wireless signals according to the 802.11xprotocol. Alternatively, or additionally, the wireless device 200 mayprovide Bluetooth communication signals, provide WiMAX communicationsignals, and/or other wireless communication signals, as desired.

The wireless device 200 may include a memory medium and processor, whichmay execute program instructions stored on the memory medium to performat least a portion of the functionality of the wireless device 200.Additionally, the wireless device 200 may provide wireless signals whichinclude an identification of the wireless device 200. Further detailsregarding the wireless signals and their use by the portable device 100are described below, with respect to FIG. 3.

FIG. 3—Method for Providing Content in a Game Based on Wireless Signals

FIG. 3 illustrates an exemplary method for providing content in a gamebased on wireless signals. The method shown in FIG. 3 may be used inconjunction with any of the computer systems or devices shown in theabove Figures, among other devices. In various embodiments, some of themethod elements shown may be performed concurrently, in a differentorder than shown, or may be omitted. Additional method elements may alsobe performed as desired. As shown, this method may operate as follows.

In 302, a game may be stored or executed, e.g., by a portable device.The game may be any of various types, e.g., first person shooter, roleplaying game, adventure game, simulation game, or a collection game,among other possible game types. As indicated above, the game may beexecuted by a portable gaming device, a cell phone or smart phone,and/or any other type of portable device. In some embodiments, the gamemay be inserted as a cartridge into the portable device, and theportable device may load the game into memory for execution by aprocessor. Alternatively, the game may be stored in a memory medium ofthe portable device. For example, the game may have been downloaded orinstalled over a network, or may have been previously loaded onto theportable device from a computer or console gaming devices, according tovarious embodiments.

In one embodiment, the game may be stored on a stationary device and/orin part in the portable device. For example, the portable device may actas a portable extension of the stationary device. The stationary devicecould be any of various gaming consoles (e.g., Nintendo Wii™, Xbox 360™,PS3™, etc.) or computer systems, such as a general purpose computer.

In 304, a wireless signal may be detected, e.g., by a wireless receiverof the portable device. The source of the wireless signal may be any ofvarious wireless devices. For example, as described above regarding FIG.2, the source may be another portable device, a wireless access point,and/or other wireless devices (e.g., smart phones). In one embodiment,the portable device may be a portable gaming device and which mayreceive the wireless signal from another portable gaming device,possibly executing or storing the same game.

The wireless signal may be detected when the portable device is at afirst physical location. For example, the wireless signal may bedetected when the portable device is in range of wireless signals beingbroadcast from the wireless device. As one example, the wireless devicemay be a wireless access point at a coffee store or book store (amongother possible places for a wireless access point). The portable devicemay receive one or more wireless signals from the wireless access pointwhen the portable device is within a radius of the wireless device. Inone embodiment, the wireless signals may include an identification,e.g., a unique identification (or substantially unique identification),of the wireless device broadcasting the wireless signals. For example,the wireless signals may include a MAC address or SSID name of thewireless device. Alternatively, or additionally, the identity (e.g., theMAC address) may be determined via a communication between the portabledevice and the wireless device.

As indicated above, the wireless device may be another portable device,such as a portable gaming device. Similar to above, the wireless signalsfrom the wireless device may identify, possibly uniquely, the otherportable gaming device. For example, the wireless signals may include aMAC address of the wireless device. Alternatively, the identity of theother portable device may be determined via communication between theportable device and the other portable device.

In some embodiments, the game may be being executed and/or displayedactively on the portable device when the wireless signal is detected.For example, a user of the portable device may be actively playing agame, e.g., the game stored in 302. Alternatively, the game or portabledevice may be in a “sleep” or “inactive” mode where the game is notbeing executed or displayed, but the portable device may still be ableto seek or receive wireless signals. For example, the portable devicemay be closed and turned off (even though it actually goes to a sleepmode). Thus, the wireless signal may still be detected even though theuser may have stowed the device away, e.g., in a book bag or purse. Notethat the user may be able to specify whether or not to actively searchfor wireless signals (e.g., in the guise of “treasure”), by selecting a“search” mode. In some embodiments, the portable device may be active,but not executing or displaying the game when the wireless signal isdetected. For example, the user may be playing a different game orexecuting a different application on the portable device when thewireless signal is detected. Similar to above, the “search” mode mayneed to be activated for the wireless signal to be detected, although insome embodiments, this mode may always be active.

In 306, a characteristic of the wireless signal may be determined. Inone embodiment, the characteristic may be determined by analyzing thereceived signal and/or by initiated communication to receive ordetermine characteristics. However, in some embodiments, thecharacteristic may not be determined based on communication, but simplybased on the broadcasted wireless signal itself.

The characteristic may be any of various properties of the wirelesssignal. For example, as indicated above, the wireless signal may includean identification (ID) of the wireless device transmitting the wirelesssignal. In one embodiment, the characteristic of the wireless device maybe a MAC address of the wireless device or an SSID of the wirelessnetwork provided by the wireless device. Thus, the characteristic of thewireless device may be an (ID) of the wireless device or the wirelessnetwork provided by the wireless device, although other characteristicsare envisioned. The characteristic determined in 306 may be unique tothe wireless device transmitting the wireless signal. For example, theunique characteristic may be the MAC address indicated above. However,the characteristic of the wireless signal may include properties of thewireless signal itself, e.g., amplitude, frequency, signal strength,etc.

In 308, a hash may be created from the characteristic (or a plurality ofcharacteristics) of the wireless signal determined in 306. For example,a hash may be created from the MAC address or the SSID of the wirelessnetwork provided by the wireless device. In one embodiment, a hash maybe created in order to convert the substantially unique ID of thewireless device (e.g., the MAC address) into a bounded set ofpossibilities, e.g., by using a particular hash algorithm that providessuch a bounded set of results. The hashing function may be an FNVhashing algorithm, a “one at a time” hashing algorithm, a Bob Jenkin'shashing function, a Paul Hsieh hashing function, and/or any type ofhashing function, as desired. For example, the hashing function could bethe one described at http://www.azillionmonkeys.com/qed/hash.html.

In one embodiment the hash may be created from a plurality ofcharacteristics. For example, the hash may incorporate or be generatedin part based on properties of the wireless signal, the ID of the signalor associated wireless network, and/or other characteristics of thewireless signal. Thus, a hash may be created based on a characteristicof the wireless signal.

In 310, content may be provided in the game based on the detection ofthe wireless signal in 304, the determined characteristic in 306, and/orthe hash created in 308. In other words, according to variousembodiments, 306 and/or 308 may be optional. Thus, in one embodiment,the content may be provided simply based on the reception of thewireless signal. As one example, the portable device may determinewhether or not the wireless signal is from a source that has not beendiscovered before (referred to as a “new” wireless signal) and thenprovide the content if it has not been discovered before, e.g., using atable of found wireless signals or sources. In one embodiment, a list ofcontent to be unlocked may be stored in the memory medium. Thus, when anew wireless signal is found, the table or list may identify whatcontent should be unlocked. The list may be unique or semiunique (i.e.,where repetitions of the list among devices is relatively rare) to eachdevice, or may be the same for each device, or any variation thereof,according to various embodiments. If the signal has been discoveredbefore (and is therefore not new), the content may not be provided. Inone embodiment, the determination whether the source has been found maybe based on a characteristic of the signal, e.g., a MAC address, orother ID, of the source, although other characteristics are envisioned.

In an alternate embodiment, the characteristic of the signal may bedetermined and the characteristic may be used to determine the contentto be provided. For example, the content may be provided based on theMAC address of the wireless device providing the wireless signal. Inanother embodiment, the content may be provided based on a hash of thecharacteristic. Thus, according to various embodiments, the content maybe provided based on the wireless signal, a characteristic of thewireless signal, and/or a hash of the characteristic of the wirelesssignal. Combinations of the above embodiments are also envisioned.

In some embodiments, the content may be a reward or collection item inthe game. Thus, the reward may be provided based on discovery of a newwireless source, such as a wireless access point. However, it should benoted that in some embodiments, the user may not be aware that the newcontent is being provided based on detecting a new wireless source. Forexample, the user may simply see a notification of new content or“treasure” and may not specifically know why it appeared, other than theuser having carried the portable device to a new location. As usedherein, the content provided in the game may be referred to as “gamecontent”.

The content may have been unavailable in the game prior to detection ofthe wireless signal in 304. In some embodiments, the content may nothave been stored as part of the game, and providing the content mayinvolve downloading the content over a network, e.g., the Internet.Alternatively, the content may have been included in the game or storedalong with the game (e.g., on the game cartridge), but may not have beenvisible or available to the user when playing the game prior toreceiving the wireless signal. Thus, the content may be “unlocked” inresponse to reception of the wireless signal, determination of thecharacteristic of the signal, and/or generation of the hash of thecharacteristic of the signal, according to various embodiments.

In some embodiments, the content may be unlocked on a device orcomputing system which is not portable. For example, the content may beunlocked when the portable device is coupled to or attached to thecomputing or gaming system. The computing or gaming system may be any ofvarious computing systems, such as Microsoft Xbox 360™, Sony PlayStation3™, Nintendo Wii™, and/or a general computing system, among otherpossibilities.

Note that the provision of the game content based on the wireless signalor characteristic differs from simply updating a game when the Internetis available (e.g., through a wireless access point). Instead, the gamecontent may be provided based on the discovery of a new wireless signal,and not simply to use the wireless signal to perform ordinary networkfunctions (such as downloading updates).

The method may further include receiving a second wireless signal, e.g.,at a second physical location and then providing second content (e.g.,that is different than the first content) in the game based on thedetection of the second wireless signal, a characteristic of the secondwireless signal, and/or a hash of the characteristic of the secondwireless signal.

In some embodiments, after the content is unlocked, the user may use itor arrange it in a “playground” area. The user may also be able to tradethe new content or treasure (or content in general) with other users,e.g., when in communication with another portable device, online using awebsite or using the portable device when connected to the Internet.Additionally, the user may be able to purchase new treasures, e.g.,using in game currency (e.g., which may be provided when the userunlocks collectibles, or when other actions or achievements areperformed by the user in the game) or with real currency, according tovarious embodiments. Further, the user may be able to provide picturesof his/her “playground” by email or on a website for other users tosee/envy.

Additional Embodiment

Alternatively, or additionally, the content may be provided in responseto the portable device being located at a specific physical location.For example, the portable device may have GPS circuitry or other methodsof determining the physical location of the portable device. Based onthe portable device reaching a specific location (e.g., as stored in atable of physical locations, possibly on the portable device or providedover a network), the content may be provided in the game.

FIGS. 4-11

FIGS. 4-11 provide an exemplary embodiment of a game referred to as“Treasure Trove”, which may implement the method described above. Notethat the method is not limited by the following descriptions, and thatthey are only supplied as one illustrative example. For example, whilethe following descriptions discuss execution and storage of the game ona Nintendo DS™, it may be executed on any of a variety of devices, suchas the portable device described above. FIG. 4 is an exemplaryintroductory screen shot of the game, Treasure Troves.

Genre/category: Reality Game/Collection Game

Audience: Males and females ages 6-18 (primary). However, the game isdesigned to include systems that appeal to all ages. Treasure Troves isfor people. Boys, girls, men, women, mothers, fathers, grandparents,Americans, Japanese, Europeans, etc. The game includes various featuresthat will resonate and captivate various users. This “universal audiencereach” is one of Treasure Troves' greatest strengths. This allure ismaintained through a set of game play systems that have clearly defined“hooks” that cover a diverse set of play psychologies—such ascreativity, curiosity, individuality, collecting and saving, physicalactivity, social contact, acceptance, and vengeance.

Delivery Platforms: Nintendo DS. Follow-up platforms for AppleiPhone/iPod Touch and Sony PSP

Future platform expansion opportunities: Nintendo Wii/WiiWare, SonyPlayStation 3/PSN, Xbox 360/Live Arcade, applicable cellular phones, andpersonal computers.

Partnership/branding opportunities: Opportunities for partnerships andpromotions with many well-known brands such as Starbucks, McDonald's,Wi-Fi providers (T-Mobile, etc.), JiWire (Wi-Fi finder and directoryservice), and many more.

The Hook and Grand Concept: Treasure Troves is a real life treasure huntin which the Nintendo DS is your treasure detector, trophy case, and toybox for creative community play. The wireless hotspots, connecteddevices, and DS units worldwide lead to treasures that are uncoveredwhen Treasure Troves spies them. The treasures you discover are not onlysymbols of your treasure-hunting efforts, but also tools for creativelycustomizing your own forest glade and its inhabitant. Share yourimagination and individuality with an ever-growing and evolvingcommunity as you trade treasures, share photos of your glade, show offyour swelling treasure count, and let others know where “X marks thespot.”

There are three key concepts that drive Treasure Troves: real lifetreasure hunting for everybody, community interaction, andsimple-yet-engaging “creative toys”. Each player has his/her ownmoonlight-blanketed forest glade waiting to be filled with treasures andcreatively crafted to their heart's desire. The DS acts as around-the-clock treasure map all across the globe, as players carry itaround to detect the countless wireless hotspots, other DS platforms,and various other “connected” devices that come in range. A streamlined,all-Touch Screen interface allows any player carrying Treasure Troves totravel around and discover those hotspots and score surprisingtreasures. The play itself is the real life adventure, wonder, andsurprise of traveling and discovering treasures.

As they amass treasures, players can interact with the rest of theTreasure Troves community for a good bit of social engagement. Treasurescan be traded and forest glade “photos” can be shared via the NintendoWi-Fi Connection or directly from DS-to-DS. Players can also compete tobecome the greatest treasure hunter in the world as their stash istracked on the dedicated web destinations (which can be provided at nocost by Nintendo and GameSpy).

Treasures are not only a means to display player status, but also simplecreative toys in and of themselves. Players can arrange theirtreasures—such as foliage, statues, signs, pottery, ground cover, andmore—in imaginative ways to achieve their preferred aesthetic. Treasuresalso act as musical chimes and can be arranged to create pleasingmelodies. The player's glade is not entirely deserted, either. A singleinhabitant occupies the glade and can be customized with varioustreasures in the vein of clothing and accessories (note that the playerdoes not control or assume the role of this character). This simple yetflexible power comes in handy for players who enjoy taking postcardsnapshots of their glade for their own satisfaction or to share withothers.

Treasure Troves is a low-commitment, high-reward, malleable experiencethat can be tailored to any given player's play patterns and desires.There is potential for reward and gratification for players who delightin discovering new treasures, those who enjoy dedicating time tocustomizing their glade, or those players who choose to dive into thedeep community. No “quests” or fixed objectives requiring set periods ofuninterrupted time are in place to tie the player down or hamper themfrom progressing.

Key Features

Real life game play: Play is focused on real life exploration,discovery, and interaction with others all over the world.

Full Wi-Fi integration: Play driven by the detection of nearby wirelesshotspots and other DS platforms. Multiplayer trading, downloadabletreasures, and more.

Customizable, creative play: Players build, customize, and share theirvery own “musical garden” and character.

Multiplayer trading, sharing, and interaction: Community play via localDS-to-DS connection and Nintendo Wi-Fi Connection (Internet).

Touch Screen control: The entire game interface is driven viaeasy-to-learn, easy-to-use Touch Screen interactions.

Casual hunting: “Casual hunt” mode affords convenient real life playwhile the DS is closed.

Special downloadable treasures: Special treasures, such as thematic orbrand icon-based objects, can be created (e.g., by the developers,although other embodiments are envisioned) well after the product hasbeen released and downloaded by the player via a connection (e.g., aWiFi connection) to the Internet.

Supports shared/cooperative play: Features such as “casual hunting”support, and encourage, family members sharing and cooperating in thehunt for treasures. Parents can play with their children as they drivethem around to seek out farther-away Wi-Fi signals, or they can simplytoss the DS into their purse or briefcase on their trip to work.

Portable game design: Game and interface design focused on the portablementality and personal, emotional attachment.

Player-driven game flow: Each player manages the game pace, progress,and reward schedule as he/she desires.

Viral components: Many of the game systems are catalyst forword-of-mouth excitement that can spread quickly amongst acquaintancesand through information networks (such as blogs and forums).

Differentiation and Strengths:

Never before has a video game's play primarily taken place in real life.

One-of-a-kind, innovative new experience.

Unique play systems tap into a vast range of play psychologies.

Universal audience reach.

Player-driven pacing, progress, and reward schedule.

Family members can share and cooperate in the experience.

Affords hooks for players of many different personalities and abilities.

Can be enjoyed and has play value far into the foreseeable future.

Opportunities

Expansion onto fixed platforms such as Nintendo Wii/WiiWare, SonyPlayStation 3/PSN, Xbox 360/Live Arcade, and PC/Mac.

Integration with a scalable internet-based community that can becontinually grown and evolved after the product has been released.

Rich concept affords plenty of opportunities for sequels, expansions,and spin-offs.

Partnerships with existing brands.

Promotional outlet for existing external brands.

Comparable Experiences and Video Games

Treasure Troves has many commonalities with a large variety of timelessreal life activities and successful works in other forms of media. Suchworks include: Exploring/hiking, Easter egg/scavenger hunting, Internetclubs/communities, LEGO™, trading cards, Beanie Babies™, piggy banksaving, hobby collecting, hobby arts and crafts, reality TV shows, andmore. There are currently no games that Treasure Troves can be directlycompared to. However, there are components within a few games—such asAnimal Crossing™, Nintendogs™, Pokémon™, and The Sims™—that sharesimilar “play psychologies” and system analogies.

The Purpose & Design Goals

Embodiments of the invention, such as Treasure Troves, may achieve thefollowing objectives:

Life=adventure. To help players realize that no matter how mundane orinsignificant their life may seem, in truth it is actually a grandadventure. Life is a gift.

Discover yourself. To help players realize that they are unique, andtheir individuality is a gift. Discover what makes you who you are, andshare it with the world.

The following Design Goals all serve to ensure that the softwareachieves the aforementioned Purposes:

Focused design across the board.

Play takes place in real life.

Low-commitment, high reward player experience.

Encourages emotional attachment.

Universal audience reach.

A toy box for personal experience development.

An uncontained experience.

Shared experience amongst family members.

Community potential.

Long-term, “evergreen” appeal and playability.

Build systems that have symbiotic marketing potential.

Play Modes

Treasure hunting: Treasure hunting in the real world is the heart of theTreasure Troves experience, so Hunt mode is designed with accessibilityand ease-of-use at the forefront. In this mode, the DS seeks and detectsWi-Fi signals to discover hidden treasures all across the globe. Even ifthe DS is closed and stowed away in a pocket or a purse, Hunt mode stillremains active and treasures are still collected. FIG. 5 provides anexemplary treasure hunting mode as shown being executed on a NintendoDS™. As shown, the main character may be “Seeking Wi-Fi to focus theTreasurescope” in this screen shot.

Spoils of the hunt: After any successful treasure hunt, Spoils modeallows the players to view the new treasures that they discovered. Likea Christmas morning or a birthday party, the player gets tointeractively “open” their rewards to discover each new treasure.

Treasure Box: The hoards of treasures that the player collects arestored in their Treasure Box. This mode acts as an inventory,management, and treasure “encyclopedia” all-in-one.

The Trove: The player's very own forest glade—or “Trove”—is where theygo to display and creatively play with their treasures. In this mode,treasures can be arranged to build visually-pleasing gardens,landscapes, or any other surprising set up that a player may conjure. Inaddition, the Trove glade acts as a musical playground—each treasureplaced on the ground plays a musical note when a wave-like swarm offireflies contacts it in passing. The glade ground is laid out similarto a basic musical notation staff, so a treasure's position on theground acts similar to a note's position on a staff. The further fromthe left a treasure sits, the later its note will play in the musicaltimeline. The higher the treasure sits on the vertical orientation, thehigher its note's pitch is played. Also, the player's own customizablecharacter inhabits the glade and can be dressed up with the variousclothing, facial feature, and animation treasures that are discovered.

FIG. 6 illustrates an exemplary Treasure Trove and FIG. 7 illustrates aselection process for clothing the main character. More specifically,the user may choose “Henna Pattern” or “Retro Stripes” as a shirtchoice. These choices may have been unlocked in the hunting mode above.

Merchant: Using Star Dust as currency—a little is gained from each newtreasure that is discovered—the player can purchase treasures that theymay find otherwise difficult to discover while hunting or trading. Forexample, a player in Mexico City may find it quite tough to travel allthe way to Ireland to get a treasure from a local book store's Wi-Fisignal. And, this player may not know anybody who lives there who may bewilling to trade for that treasure. However, after discovering enoughtreasures on her own, she will have accrued enough Star Dust to buy thatelusive treasure. Merchant mode ensures that it will be possible for aplayer to achieve a complete treasure collection.

Community play: Various community-based play modes allow players totrade treasures, share “photos” of one another's Troves, share musicalcreations, compare the size of their hoards, and more.

Controls & Interfacing

Treasure Troves is completely controlled via streamlined, easy-to-learnTouch Screen interactions. The player interfacing is designed to be“self explanatory”—i.e. all of the controls are communicated via TouchScreen “buttons” that graphically convey the function they serve. Thisalso means that any function the player can perform at any given time isreadily present and in view. This approach supports the design goal ofcreating an experience for a universal audience.

During Hunt mode, the player even has the option of completely hands-offplay. The DS can be closed and tossed into a pocket, purse, or briefcaseand the game will still collect treasures whenever new Wi-Fi signals aredetected—no control input or in-game interaction is required.

Snapshot of the Play Experience

When the player turns on Treasure Troves for the very first time, he/sheis peering down over a character deep in slumber, being pestered to wakeby a celestial “essence” zipping about. Once touched with the stylus,the character wakes and follows the essence as it flitters outside andinto the nearby forest. The character becomes lost in the dense forestand eventually wanders into a moonlit glade where it glimpses thecelestial essence as it shoots like a tiny comet up toward the pale,full moon (shown in FIG. 8). The character's attention is then piqued bysomething off screen, and it runs to investigate as an iconic touchbutton pops onto the corner of the Touch Screen. Once the player touchesthis button, the camera zips to find the character pondering over thefascinating and familiar form of a treasure chest nestled in the grass(the touch button slides off screen the moment that the character comesinto view).

A touch on the treasure chest knocks the lid open, and a gleaming lightreveals the player's very first treasure, a “Treasurescope,” which isthe player's key to endless real life adventures! From this pointforward, the real world is put into a whole new perspective as theplayer hunts for treasures with which to continually transform theirforest glade and its inhabitant.

The character marvels over this familiar, yet strange, telescope andquickly notices something else off screen. The character darts away, thetouch button pops back onto screen, and the player touches it to follow.The character has discovered a radiant “X” marked on the ground by thebeam of a star high in the heavens. At this moment, a Treasurescopetouch button pops onto the screen, which “throbs” to pull attention.Following a touch of this button, the character props the Treasurescopeto his eye and peers up toward the star. The top screen changes to showthe character's view through the Treasurescope—a radiant Treasure Stardeep in the cosmos. Atop the crest of the Treasure Star sits a treasurechest, which pops open, sending the treasure within into theTreasurescope.

What strange power does this telescope have? Surprised, the characterpops the treasure out of the Treasurescope as if trying to knock thelast drop of ketchup out of a bottle.

The player touches the treasure to pop it open to reveal a fun new pieceof clothing. Via intuitive, contextual Touch Screen mechanics, theplayer puts the clothing on the character, who expresses generositybefore promptly noticing something else off screen. The player followsthe character to find him standing on another star beamed “X” on theground. Treasurescoping the cosmos reveals another Treasure Star withanother treasure chest. This new chest contains a tree that plantsitself in the ground after the treasure is pulled down to Earth andpopped open. Using the same contextual Touch Screen mechanics as for theclothing, the player can replant the tree wherever they please withinthe glade.

The aforementioned interactive introductory scenario takes place in atime frame of no more than a few minutes, and then the player is free tohunt the real world for Wi-Fi signals and other players with their ownDS units, customize and experiment with their glade and character, orinteract with the Treasure Troves community.

Since real world treasure hunting is the core of the experience, Huntmode automatically begins whenever the player turns Treasure Troves on.Hunt mode can be easily exited via a button on the Touch Screen. Themode can be re-entered just as easily via the Treasurescope touchbutton. Once hunt mode is engaged, the view transitions to simulatesight through the Treasurescope Oust like looking through a telescope)on the Touch Screen, peering up into the gorgeous star-saturated cosmos.Other displays on the top screen give prompt feedback that supports andaids in treasure hunting, while touch buttons for necessary controls andcommands are present on the bottom screen. When the DS detects awireless signal, the 'scope view swings around to peer at a far-offTreasure Star. If any other signals are detected, then other TreasureStars appear outside of the current view, and touch buttons allow theplayer to cycle the scope's focus between them. The player can close theDS while in Hunt mode and discover treasure casually as they move aboutthe world. Conversely, the player can choose to take a more active roleand watch as each treasure chest is pulled down to their glade from atopits Treasure Star.

As shown in FIG. 9, the user has discovered three treasures (“Mars”,“Shiva”, and “Ifrit”) and may choose any of these to unlock a treasure.Currently, the “Mars” treasure is being unlocked for use by the user.

As the player bolsters their treasure trove, the software awards themwith special treasures, such as crowns, that signify their progress andmotivates them to continue the hunt. Additionally, some treasures fitwithin thematic sets that act as clear collection goals for players towork toward.

Customizing the forest glade and character with the treasures theydiscover is easy. The ¾ overhead view of the glade on the Touch Screencan be panned around simply by touching near the screen's edge, or canbe instantly zipped over to focus on the character via a tap on theassociated touch button. Context-sensitive touch controls act asintuitive tools for choosing and moving treasures around the glade andfor re-outfitting the character (as shown in FIG. 10). Another touchbutton on screen gives the player access to “photo mode,” which freezesall of the action in the world and allows the player to pan around andsnap “photos”.

Another set of simple touch controls and interfaces gives the playeraccess to Treasure Troves community interactions suite. If another DSunit is detected while in hunt mode, an automatic prompt will let theplayer choose to directly view the other player's glade, share photos,and trade treasures. In addition, access to the Nintendo Wi-FiConnection is accomplished in a minimal number of steps—where the playercan also perform the same functions as with a local DS-to-DS connection(via friend codes), and also upload their current treasure huntingstatus to show off and compare with the rest of the world (this treasurehunting status can also be viewed on the Internet).

The frequency of play and the types of activities that each playerchooses to engage in are completely up to them. Treasure Troves simplyprovides the toolset and toy box to access any of the three primary playfunctions (real life treasure hunting, island/castaway styling, andcommunity interaction) in the most streamlined, usable, and accessiblemanner possible.

Player Motivators and Rewards

The desire to hunt and collect treasure is a natural part of humannature. Treasure Troves encourages this innate desire through variousgoals and satisfying reward systems. There are no explicit or requiredgoals, but rather a vast number of implicit, optional goals: treasurecount milestones, treasure set collection, purchasable treasures, andmore. Such goals are never required or forced upon the player, but thegame implies and encourages them through unobtrusive messages, icons,and other visual communication mechanisms (pulsing numbers when theplayer is close to achieving a treasure count milestone, for example).

The rewards for treasure hunting are many and varied. Every successfulhunt rewards players with treasure objects—and each object may berewarding to some players for different reasons than it is to otherplayers. For some, the reward simply comes from growing their increasingtrove of treasures. For others, each treasure object is another piece ofthe beautiful garden that they are crafting. Yet others may perceive thereward as an increase to their toolset for musical creation. Forcompleting implied goals, players are rewarded with special treasureobjects and “trophies.” These signify their achievements, bolster theircollection, and increase their treasure hunting abilities.

Since real life treasure hunting is the game, it can be considered thatthe entire experience is a constant and continuous motivation and rewardsystem.

Setting, Scenario, & Fiction

Treasure Troves is the tale of the player's real life adventures andtreasure hunting exploits—through play, and without exposition.Additionally, the mystery of a character lost in a moonlit forest is setup at the start of a new data file. What is this place in this tangledforest? The answers to these questions—along with whatever others theplayer ponders—are left to the imagination of each individual.

Play takes place in our own real world, but the core interfacing andinteraction within the software takes place on the player's own evolvingglade in the middle of a dense moonlit forest. This glade starts out asa barren grass clearing, and is shaped to the player's desire as theyplace their treasures all about.

The character in the glade is not controlled by the player. Thischaracter moves about and reacts contextually as a means to motivate,provide direction, and communicate certain play mechanics. At the startof a new data file, the character wakes in the middle of the night andwanders into a forest—where it starts in a “blank slate” state—i.e.donning nothing but bland pajamas. As the player amasses treasures, thecharacter can be dressed to suit.

Essentially, the glade and character act as frameworks for the player'sown creativity.

It's not long before the player discovers that there are Treasure Starsscattered deep in the cosmos. While treasure hunting, the playerspies—through their Treasurescope—these Treasure Stars. These stars holdtreasure chests for pilfering. Also, via DS-to-DS connection or theNintendo Wi-Fi Connection, players can peer at one another's forestglades.

Aesthetic Design

One word adequately defines the aesthetic vision of Treasure Troves:“moonlight.” The pure, ethereal, soothing, absorbing, uplifting sightand feeling of moonlight comes through across the entirepresentation—from everything in the world, to the GUI and HUD, and toeverything in between. Opening the DS should bathe any moment with thegleam of enriching moonlight—a nighttime retreat in your pocket.

Player interaction in their own forest glade is presented from a ¾overhead perspective. The glade, character, and treasure objects arerendered in 3D in a style that strikes a solid balance betweenphotographic and whimsical graphic design, which is carried over toanimations, as well. Textures are simple, clean, and focused on colorrather than complex detail in order to play hand-in-hand with a uniquelighting system that casts clean, hard shadows and outlines thesilhouette of every object with back-lighting brightness.

The top screen conveys the clear, starry night sky and gorgeous palemoon beaming its light down from above. While hunting for treasure, thetop screen emulates a portal view through a spyglass as the player peersout into the cosmos. Here, the view presents other far-off TreasureStars as they come in and out of focus.

The soothing sounds of the forest canopy shifting in the breeze areaccompanied by the other recognizable sounds of nature in a thickforest. The chirp of crickets and the soft “pad-pad-pad” of thecharacter's footsteps in the grass weave a backdrop of the tranquilaudio experience. And, to emphasize this relaxing atmosphere, TreasureTroves keeps music to a minimum. A brief, iconic title track plays eachtime the software is turned on, and short melodious jingles alert theplayer to key moments and highlight rewards. The music is composed withsimplicity and interactivity in mind, with a focus on infectious andmemorable melodies and rhythms. There is no looping ambient music duringcore play time. However, the player may opt to create simple melodiesand rhythms by populating treasures, which can be placed about andtriggered like musical chimes on a time scale.

Game Modes, Structure, and Flow

FIG. 11 provides an exemplary flowchart of execution of the gamecorresponding to the following descriptions.

Startup Mode

System boot-up, legal and title screens, etc. Links to: First PlayIntroduction mode, Build mode (shown in FIG. 11). Links from: Systemboot up (shown in FIG. 11).

First Play Introduction Mode

The first time the game is played (“1^(st) Play Intro” in FIG. 11); thismode introduces the player to the concept, context, and basic operationsof the game. In some embodiments, this mode only occurs once, e.g., thefirst time the game is played; however, it may be played again if allgame data is erased/formatted.

Links to: Build mode. Links from: Startup mode.

Build Mode

Build mode (“Build Mode” in FIG. 11) allows the player to display andplay with the treasures that they've discovered. Treasures can be usedto build creative landscapes and gardens, and also act as musical chimesfor building out melodies and songs.

Links to: Search mode, Inventory mode, Shop mode, Community mode.

Links from: Startup mode, First Play Introduction mode, View NewTreasures, Inventory mode, Community mode.

Search Mode

Search mode (“Search Mode”, “A”, “B” in FIG. 11) allows the player todiscover hidden treasures as the hardware detects wireless communicationsignals (transition from A to B in FIG. 11). Once a signal is detected,the software unlocks a reward and delivers it to the player.

Refer to the “Search mode functionality” section of this document forcomplete details of this mode.

Links to: View New Treasures, Special Search mode.

Links from: Build mode.

Download Content Mode

Download Content mode (“Download Content Mode”, “C” in FIG. 11) allowsthe player to discover special hidden treasures that are created by thedevelopers even after the game has been released. This is accomplishedthrough a combination of wireless signal detection and data transferbetween a server and the player's hardware/software (“Download ContentMode”, “C”, “D” in FIG. 11).

Refer to the “Download Content mode functionality” section of thisdocument for complete details of this mode.

Links to: View New Treasures.

Links from: Search mode.

View New Treasures

In View New Treasures (“View New Treasures” in FIG. 11), the playerviews all of the new treasures that he/she discovered during eitherSearch mode or Download Content mode. This mode also allows the playerto choose whether to place any new treasure in their “Trove” (BuildMode), or store it in their inventory.

Links to: Build mode.

Links from: Search mode, Download Content mode.

Inventory Mode

The inventory acts as the player's catalog and encyclopedia of treasures(“Inventory Mode” in FIG. 11).

Links to: Build mode.

Links from: Build mode, Shop mode.

Shop Mode

Players can use currency that they amass during game play to purchasetreasures directly from a Merchant (“Shop Mode” in FIG. 11).

Links to: Inventory mode.

Links from: Build mode.

Community Mode

Treasure Troves offers players a number of multi-player, community-basedgame play options—such as: trading treasures, sharing “photos” of oneanother's “Troves”, and more (“Community Mode” in FIG. 11).

Links to: Build mode.

Links from: Build mode.

Specific Details Regarding Search Mode and Download Content Mode SearchMode Functionality

Treasure Troves detects wireless communication signals and uses theirunique identifier to determine which prize—or “treasure”—to reward theplayer with.

Treasure seeking (wireless detection) is active as long as the playerhas the game running in “Search mode”. (See “Search Mode A” in FIG. 11).

Search mode is activated at the touch of an on-screen icon.

The player can leave the game in Search mode for as long as he/shedesires, and treasure seeking runs without the need for player input.

Treasure seeking continues even if the player closes the DS while Searchmode is active.

Once a wireless communication signal is detected, the game reads itsunique identifier and “hashes” the data into a usable format (describedin more detail below). In context, the player's “Treasurescope” tunesinto the location of a “Treasure Star”. (See “Search Mode B” in FIG.11).

The hashed data is cross checked against a data table to find a treasurewith the matching id. The game rewards the player with that treasure andadds it to his/her collection. After the player exits Search mode, theycan play with the treasures that were collected.

Download Content Mode Functionality

Special Treasures may not be built into the game's asset base andtreasure data table. (For example, the game software may launch with afixed number of “normal” treasure assets/data contained on the ROM.).Instead, these treasures may be created after the game software has beenreleased and delivered to the user via a different method than thatwhich is outlined for normal treasure rewards.

Special Treasures' assets and data may be stored on the developer's owninternet server. The developers may decide where a player must be, andwhen, in order to receive a Special Treasure reward by assigning thetreasure a code that matches the hashed data of a chosen wirelesscommunication signal's id, and setting a time window for discovery.

For example, the developer may create a code that matches the hasheddata of a specific Wi-Fi access point at Disney World, and decides thatthe reward is available between Jan. 1st and Jan. 8, 2009. The playercan search for Special Treasures by putting the game into DownloadContent mode. (See “Download Content Mode C” of FIG. 11).

Once this mode is active, if the game detects a viable wirelesscommunication signal then it connects to a developer-maintained internetlocation. The game hashes the unique id of the connecting wirelesscommunication signal and cross references it against the aforementioneddeveloper-set code. If the hashed id and the code match, and the currentdate fits within the given time window, then the player has “discovered”the associated treasure. (See “Download Content Mode D” of FIG. 11).

If the software/hardware has enough save-game memory free, then the gamedownloads (from the aforementioned server) and stores the treasure'sassets/data—rewarding the player with a new download treasure for theircollection. More specifically, the portable device may connect to theserver, and the server may compare the unlocked id with an id table. Ifone of the user's saved ID (of the unlocked treasure) matches an ID of aspecial collectible, then that collectible may be downloaded to theportable device. However, it should be noted that the downloading orunlocking of the treasure may occur at any location or any later time.However, in cases where the treasure must be downloaded, an Internetconnection may be required. Once a download treasure is in the player'scollection, it can be used in the same manner as normal treasures.

Data Hashing Basics

The game takes the ids of the wireless communication signals that itdetects and “hashes” them into data that can be used in comparisonagainst a table of treasures. Hashing is a procedure or mathematicalfunction used to convert more complex/larger data into relatively smallinteger values. These converted values can then be used as an index orarray. Hashing speeds up the computational task(s) of looking up itemsin tables/records and in data comparison. A hash table (or hash map) isa data structure that associates keys with values. In the case ofTreasure Troves, a hash table associates hashed wireless communicationsignal id keys with treasure table values.

Additional Notes:

The game can detect multiple wireless communication signals at a time.The game can also reward the player with “Special Treasures” that arecreated and delivered by the developers. Refer to the “Download Contentmode functionality” section for details. The outlined features andfunctionality are not tied/limited to the stated contextual elementssuch as the “Treasurescope”, “Treasure Stars”, etc. Treasure Troves isalso being developed for Apple's iPhone/iPod Touch, Sony's PSP and WiFicapable mobile devices. The features and functionality, as outlined,also operate on these additional platforms.

Although the embodiments above have been described in considerabledetail, numerous variations and modifications will become apparent tothose skilled in the art once the above disclosure is fully appreciated.It is intended that the following claims be interpreted to embrace allsuch variations and modifications.

1. A computer accessible memory medium storing program instructions,wherein the memory medium is comprised in a portable device, wherein theprogram instructions are executable by a processor to: present a game ona display of the portable device, wherein the game is configured todisplay various content on the display to provide entertainment to theuser; detect a wireless signal received by the portable device; providecontent in the game based on the wireless signal, wherein the contentwas unavailable in the game prior to said detecting the wireless signal.2. The memory medium of claim 1, wherein the program instructions arefurther executable to: determine a characteristic of the wirelesssignal; wherein said providing content is based on the characteristic ofthe wireless signal.
 3. The memory medium of claim 2, wherein saiddetecting the wireless signal comprises receiving an ID of the wirelesssignal, and wherein the characteristic comprises the ID of the wirelesssignal.
 4. The memory medium of claim 2, wherein the programinstructions are further executable to: generate a hash of thecharacteristic of the wireless signal; wherein said providing content isbased on the hash of the characteristic of the wireless signal.
 5. Thememory medium of claim 1, wherein the wireless signal is provided by awireless access point.
 6. The memory medium of claim 1, wherein thecontent comprises a reward.
 7. The memory medium of claim 1, wherein thewireless signal is provided by a wireless access point; wherein thecontent comprises a reward in the game based on discovery of a newwireless access point.
 8. The memory medium of claim 1, wherein saidproviding content in the game comprises unlocking content in a gamebased on the wireless signal.
 9. The memory medium of claim 1, whereinsaid detecting the wireless signal is performed at a first physicallocation, and wherein the program instructions are further executableto: detect a second wireless signal at a second physical location;provide second content in the game based on said detecting the secondwireless signal at the second physical location.
 10. The memory mediumof claim 1, wherein the program instructions are further executable to:receive the content over a network prior to said providing.
 11. Thememory medium of claim 1, wherein the wireless signal is a new wirelesssignal, and wherein said providing the content in the game is based onthe wireless signal being new.
 12. The memory medium of claim 1, whereinsaid providing content is determined based on a number of previouslydiscovered wireless signals.
 13. A method, comprising: detecting awireless signal; determining a characteristic of the wireless signal;providing content in a game based on the characteristic of the wirelesssignal, wherein the content was unavailable in the game prior to saiddetecting the wireless signal.
 14. The method of claim 13, wherein saiddetermining the characteristic of the wireless signal comprisesdetermining an ID of the wireless signal, and wherein said providingcontent in the game based on the characteristic comprises providingcontent in the game based on the ID of the wireless signal.
 15. Themethod of claim 13, further comprising: generating a hash of thecharacteristic of the wireless signal; wherein said providing content isbased on the hash of the characteristic of the wireless signal.
 16. Themethod of claim 13, wherein said detecting the wireless signal isperformed at a first physical location, and wherein the method furthercomprises: detecting a second wireless signal at a second physicallocation; determining a characteristic of the second wireless signal;and providing second content in the game based on the characteristic ofthe second wireless signal.
 17. The method of claim 13, furthercomprising: receiving the content over a network prior to saidproviding.
 18. A portable device, comprising: a processor; a wirelessreceiver coupled to the processor, wherein the wireless receiver isconfigured to receive wireless signals from a plurality of wirelesstransmitters; and a display coupled to the processor; one or more inputscoupled to the processor; and a memory medium coupled to the processor,wherein the memory medium stores program instructions executable by theprocessor to: provide a game on the display; receive user input via theone or more inputs to interact with the game; detect a wireless signalreceived by the wireless receiver; provide content in the game based onthe wireless signal, wherein the content was unavailable in the gameprior to said detecting the wireless signal.
 19. The portable device ofclaim 18, wherein during said detecting the wireless signal, the game isactively being displayed on the display.
 20. The portable device ofclaim 18, wherein during said detecting the wireless signal, the game isnot actively displayed on the display, and wherein said providing thecontent is performed when the game is being displayed.
 21. The portabledevice of claim 18, wherein the characteristic is a uniquecharacteristic of the wireless signal.
 22. A computer accessible memorymedium storing program instructions executable by a processor to:display a game on a portable device; receive a physical location of theportable device; provide content in the game based on the physicallocation, wherein the content was unavailable in the game prior to saiddetecting the wireless signal.
 23. A computer accessible memory mediumstoring program instructions executable by a processor to: detect awireless signal; provide content in a game based on the wireless signal,wherein the content was unavailable in the game prior to said detectingthe wireless signal; wherein the game is stored on the memory medium.24. The memory medium of claim 23, wherein the program instructions arefurther executable to: determine a characteristic of the wirelesssignal; wherein said providing content is based on the characteristic ofthe wireless signal.
 25. The memory medium of claim 23, wherein thewireless signal is a new wireless signal, and wherein said providing thecontent in the game is based on the wireless signal being new.
 26. Acomputer accessible memory medium storing program instructionsexecutable by a processor to: receive first information indicatingdiscovery of a new wireless signal from a portable device, wherein theportable device is configured to execute a game to present entertainmentcontent on a display of the portable device; transmitting secondinformation to the portable device, wherein the second information isusable to allow content to be available in the game executing on theportable device, wherein the content was unavailable in the game priorto said detecting the new wireless signal.
 27. The memory medium ofclaim 26, wherein the second information comprises the content.
 28. Thememory medium of claim 26, wherein the information indicating discoveryof the new wireless signal comprises location information of the newwireless signal, and wherein said determining content is based on thelocation information.
 29. The memory medium of claim 26, wherein saiddetermining is based on the date when the new wireless signal isdiscovered.
 30. The memory medium of claim 26, wherein the programinstructions are further executable to: determining content to beprovided in the game based on the information; wherein said transmittingthe second information is based on said determining the content to beprovided in the game.